Texas-based stu­dio Mother­ship En­ter­tain­ment (whose founder Paul To­zour is an ex-Retro Stu­dios staffer) is be­hind this hand­some city-build­ing game with a sci-fi spin. It’s a dif­fer­ent kind of project for Team 17, since it was the la­bel that ap­proached the devel­oper rather than the other way round. Mother­ship had al­ready been work­ing on the PC ver­sion for some time; Team 17 of­fered its ex­per­tise to help bring the game to PS4 and Xbox One. “They’ve used us al­most like a de­vel­op­ment con­sul­tancy,” se­nior pro­ducer Ian Pick­les tells us. “They talk to our cod­ing team and QA guys.”

For the la­bel staff, it has been a unique chal­lenge to port such a PC-cen­tric game: “Ev­ery bit of UI has been built from the ground up to work on con­sole,” pro­ducer Danny

Martin says. “On PC, it’s all very mouse-driven. So it’s some­thing quite dif­fer­ent to what we’ve done be­fore.” That’s also true of the game it­self, which Pick­les sees as an ex­em­plar of Team 17’s will­ing­ness to tackle any genre.

“It’s an Amer­i­can part­ner, it’s an Un­real project, it’s a big se­ri­ous game,” he con­tin­ues. “It’s like we’ve added an­other page to the brochure. There’s Over­cooked and

Yooka-Laylee here, all shiny and happy, and over there’s a re­ally deep, se­ri­ous simulator that’ll ap­peal to your Cities and Al­pha Cen­tauri fans. And it means our games-la­bel meet­ings once a week are very var­ied.”

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